Esper Time Guardian

Even though the gift of Nei Chakra is rare, not all who attempt to become espers succeed, some are missing the key ability to blend magic and force abilities together, those without magical potential become Force adepts or Jedi, those without force potential become Guardians....
Natural fighters, Guardians are masters of melee & hand-to-hand combat, specializing in hastening the actions of their allies while delaying the attacks of their enemies. Learning to manipulate time is a very consuming artform, Jedi and Espers never have the time to commit to it, and esper guardians have enough strength or will to do so and the time to devote to the rare art. Some esper guardians push the skill even further to become Time mages.
Cannot Multiclass -> Jedi, Force Adept or Esper.
Special Exception: Telepath class if race is telepathic.
Attributes: Wound Point Bonus: +3 Chakra Point Die: 1d6

The ______'s class skills (and the key ability for each skill) are:


Acrobatics (Dex), Bluff (Cha), Chakra Control (Wis), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Nei) (Int), Knowledge (Arcana) (Int), Ninjutsu (Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis)


Class: _____ StuffBlurb
Skill Points at 1st Level: ( X + Intelligence Modifier) x4 Skill Points At Each Additional Level: [X-2] + Intelligence Modifier
Weapon/Spell/Armor proficiency



1: Cheer

2: Provoke

3: Time Power: Doran

4: Delay Buster

5: Time Power: Ner

6: Closed Mind, Crippling Strike

7: Guardian Power: Sadoran

8: Nei Sight

9: Guardian Power Saner

10: Temporal Nei - Time to Kill

Cheer (SU)

At 1st level, you can bolster the fighting spirit of your party; this ability grants all allies within 30’ (including yourself) a +2 morale bonus to Strength & Dexterity for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a cursed effect, or die (even if they are revived during the same encounter); this is a standard action that does not provoke attacks of opportunity; this ability Consumes 5 Chakra Points.

Provoke (SP)

At 2nd level, you can aggravate your enemies, causing them to attack you instead; this affects all opponents within 30’, so for the next 3 rounds those enemies will attack you, to the exclusion of other viable targets, including your allies; affected creatures must make a Will save (DC10 + your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 5CP to use

Delay Buster (SP)

At 4th level, upon a successful melee attack, you can give your opponent a -5 Initiative penalty for the next round; affected creatures must make a Will save (DC10 + your class level + your Charisma modifier) to resist; this is a standard action that does not provoke attacks of opportunity; this ability costs 10CP to use

Closed Mind

An Esper and their Guardians master several techniques to guard thier minds against unwanted mental intrusion.
The Esper Guardian gains an insight bonus on Will saves for every level after 5 (max +5) to resist mind-influencing and Force abilities that allow Will saves.

Crippling Strike (EX)

At 6th level, you can attack opponents with such precision that your blows weaken & hamper them; an opponent damaged by one of your critical hits also takes 2 points of damage to any 1 ability score (your choice); ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability; affected creatures must make a Fortitude save (DC10 + your class level + your Wisdom modifier) to resist.

Nei Sight

An Esper Guardian has trained himself to see the weakness of others and knows how to exploit them to his advantage.
The Esper Guardian may make one additional attack of opportunity per round.

Temporal Nei - Time to Kill

At 10th level, upon a successful melee attack against an opponent, you can give yourself a +20 Initiative bonus for the next round & perform an extra attack action, move action, or swift action during the next round as well; this is a standard action that does not provoke attacks of opportunity; this ability costs 20 CP to use

Taiga notes

Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]

Basic classes use 11 points split among [HP, Energy, skills and proficiencies]

+1 HP [1] +2 HP [2]

1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]

4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]

Highly skilled increases [Per level after] up to match Initial and costs [2]

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Advanced classes use 7

Skill base is 2 + Int per level. [0]

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Prestige is likely less [points] then adv